Kobymaru Posted September 6, 2016 Posted September 6, 2016 DCS World possesses ambition like no other flight sim in my recollection, to be fair. Pandora's Box has been thoroughly opened and DCS isn't even ED's primary concern. Then what is ED's primary concern?
Silver_Dragon Posted September 6, 2016 Posted September 6, 2016 (edited) Nicely written. wait, wait, wait. I do not understand why improvements simulator is divided into many updates 1.5.2, 1.5.3, 1.5.4, 1.5.5 followed around. etc. What's the point? The module updates do not work. Permanent repairs and waiting for a working module. Honestly ... what has changed since the update 1.2.16 update to 1.5.4 ???? Only bugs in modules. When the issue DCSW 2.0 Nevada, why not issue DCSW 2.0 Caucasus. ? What is the problem? This whole theater is just business. Mainly shop. Other published simulators operate without patches and waiting for something to come maybe ever. DCS: World 1.5 / 2.0 updates was a major engine change from old 1.2.16 Dx9 graphic engine to 1.5/2.0 Dx11. Today have not a DCS: W 2.0 Caucasus on DCS: W (only 1.5). DCS: W 2.0 NTTR has only a Alpha version to test T-4 version new theatre engine and NTTR Nevada theatre test. 1.5.2, 1.5.3, 1.5.4, 1.5.5 version has only centred on improve DCS: W and fix problems on Dx11 engine and add new functionality to the simulator (as 2.0.0, 2.0.1, 2.0.2), and add new modules (by ED, BSK, and 3rd parties). Actually 1.5.X and 2.0.X has different versions and disappears with ED complete the Caucasus theatre to T-4 conversion and move them to future DCS: W 2.5 unified all modules on one version. The problems on 3rd party modules as normal meanwhile the core engine continue on develop and add new functionality to expand DCS: W capabilities (ED working on new T-5 mesh technology to improve and expand future on develop maps as example). Edited September 6, 2016 by Silver_Dragon For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
QuiGon Posted September 6, 2016 Posted September 6, 2016 Then what is ED's primary concern? I guess he's referring to TBS: http://www.thebattlesim.com/about/ Use the following thread for discussion, it's off-topic here (just in case ;)): https://forums.eagle.ru/showthread.php?t=167993 Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit DCS Panavia Tornado (IDS) really needs to be a thing!
MiG21bisFishbedL Posted September 8, 2016 Posted September 8, 2016 Then what is ED's primary concern? Actual military contracts. They pay a whole lot more than the paltry sum they get from us. Reformers hate him! This one weird trick found by a bush pilot will make gunfighter obsessed old farts angry at your multi-role carrier deck line up!
Juancio Posted September 9, 2016 Posted September 9, 2016 This is from today’s changelog: DCS MiG-21Bis by Leatherneck Simulations Changed default FOV to 150 degrees Fixed side-slip ball while flying inverted. Adjusted flight dynamics with drag chute deployed. Corrected check warning lights button on landing gear panel causing the intake nose cone to extend. Redefined ventilation lever from axis to lever. Adjusted fuel set knob animation assignment to controller rotaries. Adjusted ASP rotary inputs for controller devices. Fixed trigger zone of canopy ventilation system handle. Fixed canopy visibility and animation after rearm/repair. Fixed when AI only fires S-5M rockets in pairs. Corrected R-60M’s all aspect seeker-head. Increased nose cone damage value. Optimized LODs. Added VVS Metal livery. Fixed fuel tank pylons’ texture. Fixed Southeria livery’s unweathered left wing. Created new specular textures for metal and painted liveries. Created normal bump textures for visible damage. Corrected UV mapping on windscreen. Corrected normals’ orientation on static center airbrake. Fixed alpha channel presets for landing gear chocks. Holes now show. Remodeled tires’ animation and damaged looks. Animated engine fan blades. Removed canopy covers for further testing with end-of-shutdown animation. Disabled intake relief and spill doors’ visibility arguments for further testing. Partially fixed two primary engine sounds at mission start. Thank you LN, this is fantastic!
ESAc_matador Posted September 9, 2016 Posted September 9, 2016 This is from today’s changelog: DCS MiG-21Bis by Leatherneck Simulations Changed default FOV to 150 degrees Fixed side-slip ball while flying inverted. Adjusted flight dynamics with drag chute deployed. Corrected check warning lights button on landing gear panel causing the intake nose cone to extend. Redefined ventilation lever from axis to lever. Adjusted fuel set knob animation assignment to controller rotaries. Adjusted ASP rotary inputs for controller devices. Fixed trigger zone of canopy ventilation system handle. Fixed canopy visibility and animation after rearm/repair. Fixed when AI only fires S-5M rockets in pairs. Corrected R-60M’s all aspect seeker-head. Increased nose cone damage value. Optimized LODs. Added VVS Metal livery. Fixed fuel tank pylons’ texture. Fixed Southeria livery’s unweathered left wing. Created new specular textures for metal and painted liveries. Created normal bump textures for visible damage. Corrected UV mapping on windscreen. Corrected normals’ orientation on static center airbrake. Fixed alpha channel presets for landing gear chocks. Holes now show. Remodeled tires’ animation and damaged looks. Animated engine fan blades. Removed canopy covers for further testing with end-of-shutdown animation. Disabled intake relief and spill doors’ visibility arguments for further testing. Partially fixed two primary engine sounds at mission start. Thank you LN, this is fantastic! Nice
Pocket Sized Posted September 9, 2016 Posted September 9, 2016 Anyone know what they mean by "optimized LODs"? I feel like I shouldn't get my hopes up thinking they've changed lift over drag coefficients. DCS modules are built up to a spec, not down to a schedule. In order to utilize a system to your advantage, you must know how it works.
probad Posted September 9, 2016 Posted September 9, 2016 no i think lods here is just the visual 3d model
hughlb Posted September 9, 2016 Posted September 9, 2016 Thanks for the updates, Cobra and team! The new spec on the bare metal skin looks amazing :) | Windows 10 | I7 4790K @ 4.4ghz | Asus PG348Q | Asus Strix 1080TI | 16GB Corsair Vengeance 2400 DDR3 | Asrock Fatal1ty Z97 | Samsung EVO 850 500GB (x2) | SanDisk 240GB Extreme Pro | Coolermaster Vanguard S 650Watt 80+ | Fractal Design R4 | VirPil T-50 | MFG Crosswind Graphite | KW-908 JetSeat Sim Edition | TrackIR 5 | [sIGPIC][/sIGPIC]
JanTelefon Posted September 9, 2016 Posted September 9, 2016 So this makes the R-60M all aspect then?
MiG21bisFishbedL Posted September 9, 2016 Posted September 9, 2016 Anyone know what they mean by "optimized LODs"? I feel like I shouldn't get my hopes up thinking they've changed lift over drag coefficients. In this context, I'm 99% sure they mean Level of Detail. Basically, how objects are rendered based upon their relative distance from the camera. Reformers hate him! This one weird trick found by a bush pilot will make gunfighter obsessed old farts angry at your multi-role carrier deck line up!
Pocket Sized Posted September 9, 2016 Posted September 9, 2016 (edited) In this context, I'm 99% sure they mean Level of Detail. Basically, how objects are rendered based upon their relative distance from the camera. Aww. Edited September 9, 2016 by Pocket Sized DCS modules are built up to a spec, not down to a schedule. In order to utilize a system to your advantage, you must know how it works.
Schmidtfire Posted September 9, 2016 Posted September 9, 2016 Amazing update, no more stutters when entering MiG-21bis in multiplayer! Confirmed. R-60M all aspect now.
JanTelefon Posted September 9, 2016 Posted September 9, 2016 Sadly my axis bind to the TDC pipper range is now non functional. I can do the binding of it in the options, but the pipper (and the handle) simply doesn't move. A shame since I use the slider on the warthog throttle for that.
Schmidtfire Posted September 9, 2016 Posted September 9, 2016 Same for me, but a simple re-bind did work. X-52 throttle.
Art-J Posted September 9, 2016 Posted September 9, 2016 It is functional with Warthog throttle slider, just tested it in 1.5.4. You have to delete the old double assignment left from previous update, and re-assign the TDC control again. Unfortunately, seems like the old bug of TDC gate responding to only half of physical slider movement is here, back again! While we're at it, does anyone remember what the old FoV angle was? I'm not quite happy with the new 150, as it's a bit too "fisheye'd" for me and I'd like to edit it back to previous value. i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.
ryke Posted September 9, 2016 Posted September 9, 2016 Any word on the radar changes? Anyone test it out yet?
PabstBleuRibbon Posted September 9, 2016 Posted September 9, 2016 Yeah, did the radar changes/fixes make it out?
simapajik Posted September 9, 2016 Posted September 9, 2016 Excellent !! Thank you very much for revised "flight dynamics with the drag chute deployed". Very very realistic. !!! Radar - stabilization of the radar beam repair? Pitch +8 Degrees, -25 degrees. Radar works better than after previous update. <White Tiger> [sIGPIC][/sIGPIC]
Art-J Posted September 9, 2016 Posted September 9, 2016 (edited) Found the old FoV setting - it was 105 degrees and, flying on a single monitor, I prefer that to the new 150. I've read, however, that editing the 03_views.lua might trigger problems with integrity check, so I'd suggest considering implementation of solution similar to BST's Mi-8, where user can adjust FoV in the game special options, thus avoiding any external edits, which might be considered to be cheats by the IC. Edit - disregard, I've noticed that the idea above has been already discussed in another thread. Edited September 9, 2016 by Art-J i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.
Schmidtfire Posted September 9, 2016 Posted September 9, 2016 I love the new 150 FoV and wish that more modules get a wider default fov. Much better situational awarness and the feeling that you're actually sitting in a cockpit and not only a hud/dashboard :P
cro_mig_21 Posted September 9, 2016 Posted September 9, 2016 I love the new 150 FoV and wish that more modules get a wider default fov. Much better situational awarness and the feeling that you're actually sitting in a cockpit and not only a hud/dashboard :P Agree...and also the sensation of speed is way better now
JanTelefon Posted September 9, 2016 Posted September 9, 2016 It is functional with Warthog throttle slider, just tested it in 1.5.4. You have to delete the old double assignment left from previous update, and re-assign the TDC control again. Unfortunately, seems like the old bug of TDC gate responding to only half of physical slider movement is here, back again! While we're at it, does anyone remember what the old FoV angle was? I'm not quite happy with the new 150, as it's a bit too "fisheye'd" for me and I'd like to edit it back to previous value. How do you mean delete the old double assignment? I have deleted the old bind and tried rebinding it, but it simply doesn't work. I can see the slider move in the axis tune screen, and binding the slider to another axis works as well. Not binding the slider though. :(
Art-J Posted September 9, 2016 Posted September 9, 2016 (edited) Ah, I go t things mixed up, sorry. Apparently my TrackIR z-axis movement assignment got doubled and caused conflict after the latest update, so I had to get rid of both and reassign TiR Z again. With the TDC/span assignment it was a different story - it disappeared completely. After assigning it fresh again (with "invert" for correct TDC gates up/down movement) to Warthog slider, it started working, but only reacting to the upper half of the slider movement. After turning "slider" option ON and reducing Y-saturation to 50%, the system works perfectly now, in full movement range. Edit: this is how my setting looks like now: Edited September 9, 2016 by Art-J i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.
SkateZilla Posted September 9, 2016 Posted September 9, 2016 Ah, I go t things mixed up, sorry. Apparently my TrackIR z-axis movement assignment got doubled and caused conflict after the latest update, so I had to get rid of both and reassign TiR Z again. With the TDC/span assignment it was a different story - it disappeared completely. After assigning it fresh again (with "invert" for correct TDC gates up/down movement) to Warthog slider, it started working, but only reacting to the upper half of the slider movement. After turning "slider" option ON and reducing Y-saturation to 50%, the system works perfectly now, in full movement range. Edit: this is how my setting looks like now: It's a Hardware Issue, because the Slider is Divided into 2 Ranges + and -, Will have to double check when I get home tonight, Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
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